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Well looks like the game doesn't like it when you equip/unequip during a conversation.


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#1
JackFuzz

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Well looks like the game doesn't like it when you equip/unequip during a conversation.

The equiping and unequiping doesn't take place until the conversation is actually over.

This is a HUGE limitation.

Basically if you want to have a cutscene where you're PC is wearing different armor/clothing, you can't.

*sigh*

I can't believe how asynchronous everything is lol.

Modifié par JackFuzz, 09 janvier 2010 - 08:22 .


#2
EJ42

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Yes you can.

You just have to be creative.

Make a new creature, which is a placeholder for your character, and equip it with whatever you want your character to be wearing.  Then, create the entire scene with your character in his/her starting outfit.

Once you have the cutscene set up, minus the wardrobe change(s), right-click the entry for your character in the track listing, and use the "Clone Actor" option once for each new outfit.

Then, select the new cloned actor track(s), and change the Source property to point to the new creature with the appropriate outfit.  Once you finish with this, you will have multiple versions of your character, overlapping with all the different outfits you want.  The only thing to do now is to "Add Action -> Change Visibility" to all versions of the character in the track listing.  Set them all to "False" except for the initial appearance version.  Now, go through your cutscene, adding new visibility changes to make the starting one disappear when the desired new outfit version is made to appear.

#3
JackFuzz

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The PLAYER tag will override anything I set on the creature.

If i don't set the player tag on one of the actors then I will lose the PC's head morph.

Let's say I figure out a way to make the actor with the right armor have no head.   The skin tones won't match.

Modifié par JackFuzz, 09 janvier 2010 - 10:32 .


#4
EJ42

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I guess I never have bothered doing much with the player character in cutscenes so far.  The cutscene system is quite a bit limited in things you can do like this.  Though, what I said does work fine for NPCs.

You'll probably have to use plot flags to do what you want.

Modifié par EJ42, 09 janvier 2010 - 10:54 .


#5
JackFuzz

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EJ42 wrote...

I guess I never have bothered doing much with the player character in cutscenes so far.  The cutscene system is quite a bit limited in things you can do like this.  Though, what I said does work fine for NPCs.

You'll probably have to use plot flags to do what you want.


Yea you're right. For NPC's it will work out quite nicely :)

I have a feeling plot scripting flags will result in the same exact thing.  One big asynchronous nightmare.

You know cutscenes can be told to fire off a script when they finish.

But I don't know how to share variables between two scripts.

THe process involves making a new area which makes no ****ing sense.  I jsut want to set a global string variable!!!

#6
Proleric

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If plot flags are insufficient, sharing variables between two scripts can be done with local variables, which have to be declared in the 2da for the object in question.

#7
JackFuzz

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Proleric1 wrote...

If plot flags are insufficient, sharing variables between two scripts can be done with local variables, which have to be declared in the 2da for the object in question.


I just reached that point.

I just compiled a GDA following the builder wiki.

I added my new 2DA to bp_area.are  (which is a new area I made)

but when i go to export the area it says my 2DA is invalid.

You wouldn't happen to know a place I can just get a 2DA with a few strings in it I can use for set and get localstring variables?

#8
Proleric

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I see this got fixed in another thread.